v117 Suggestion: Sorting levels by duration also sorts it by ascending difficulty if duration is the same.
Idea here is that if 2 levels have the same duration, the one with the higher difficulty should take you a bit longer to accomplish (on average) so sorting it this way technically still sorts it by duration.
Similar logic: Sorting levels by difficulty also sorts it by ascending duration if difficulty is the same.
(this one is a rarer case though so you might give it a pass)
“It’s cold in space” boss (the jacket chicken) lives in suns.
Point is: gameplay stuff doesn’t have to make sense, it just needs to be there to make the game better.
(Actually making gameplay stuff make real-life sense is the least important part in gameplay design)
v117 Suggestion: Bosses should drop more food/coins when they die in harder difficulties.
Gameplay-wise: take more risks, get more reward.
Higher difficulties means tougher bosses, more relentless attacks, so it should also reward more items to make it more worthwhile (food/coins wise).
Plus I find it a bit odd to have a beefier boss dropping the same amount of things as the non-beefed up versions.
Also:
Since you’re going to reset the point highscores in v117 anyway (due to the powerup exploit),
might as well take this as a chance to implement changes that would reset the point highscores anyway, right?
Remove Phoenixes from waves that close you in. This is to prevent coolant wastage and potentially overheat chains due to having either no way to dodge them, or not being able to kill them due to auto-rotate.